blob: a6b75d744242b043981feebd6ed4444e307d0928 [file] [log] [blame]
//
// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Renderer.cpp: Implements a back-end specific class that hides the details of the
// implementation-specific renderer.
#include "libGLESv2/renderer/Renderer.h"
#include "common/debug.h"
#include "libGLESv2/utilities.h"
#include "libEGL/Display.h"
// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
#define REF_RAST 0
// The "Debug This Pixel..." feature in PIX often fails when using the
// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
#if !defined(ANGLE_ENABLE_D3D9EX)
// Enables use of the IDirect3D9Ex interface, when available
#define ANGLE_ENABLE_D3D9EX 1
#endif // !defined(ANGLE_ENABLE_D3D9EX)
namespace renderer
{
Renderer::Renderer(egl::Display *display, HMODULE hModule, HDC hDc): mDc(hDc)
{
mDisplay = display;
mD3d9Module = hModule;
mD3d9 = NULL;
mD3d9Ex = NULL;
mDevice = NULL;
mDeviceEx = NULL;
mDeviceWindow = NULL;
mAdapter = D3DADAPTER_DEFAULT;
#if REF_RAST == 1 || defined(FORCE_REF_RAST)
mDeviceType = D3DDEVTYPE_REF;
#else
mDeviceType = D3DDEVTYPE_HAL;
#endif
mDeviceLost = false;
}
Renderer::~Renderer()
{
releaseDeviceResources();
if (mDevice)
{
// If the device is lost, reset it first to prevent leaving the driver in an unstable state
if (testDeviceLost(false))
{
resetDevice();
}
mDevice->Release();
mDevice = NULL;
}
if (mDeviceEx)
{
mDeviceEx->Release();
mDeviceEx = NULL;
}
if (mD3d9)
{
mD3d9->Release();
mD3d9 = NULL;
}
if (mDeviceWindow)
{
DestroyWindow(mDeviceWindow);
mDeviceWindow = NULL;
}
if (mD3d9Ex)
{
mD3d9Ex->Release();
mD3d9Ex = NULL;
}
if (mD3d9Module)
{
mD3d9Module = NULL;
}
}
EGLint Renderer::initialize()
{
typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
// Use Direct3D9Ex if available. Among other things, this version is less
// inclined to report a lost context, for example when the user switches
// desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
{
ASSERT(mD3d9Ex);
mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
ASSERT(mD3d9);
}
else
{
mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
}
if (!mD3d9)
{
ERR("Could not create D3D9 device - aborting!\n");
return EGL_NOT_INITIALIZED;
}
if (mDc != NULL)
{
// UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
}
HRESULT result;
// Give up on getting device caps after about one second.
for (int i = 0; i < 10; ++i)
{
result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
if (SUCCEEDED(result))
{
break;
}
else if (result == D3DERR_NOTAVAILABLE)
{
Sleep(100); // Give the driver some time to initialize/recover
}
else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
{
ERR("failed to get device caps (0x%x)\n", result);
return EGL_NOT_INITIALIZED;
}
}
if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
{
ERR("Renderer does not support PS 2.0. aborting!\n");
return EGL_NOT_INITIALIZED;
}
// When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
// This is required by Texture2D::convertToRenderTarget.
if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
{
ERR("Renderer does not support stretctrect from textures!\n");
return EGL_NOT_INITIALIZED;
}
mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
// ATI cards on XP have problems with non-power-of-two textures.
mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
!(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
!(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
!(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
// Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
static const TCHAR className[] = TEXT("STATIC");
mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
{
return EGL_BAD_ALLOC;
}
if (FAILED(result))
{
result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
if (FAILED(result))
{
ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
return EGL_BAD_ALLOC;
}
}
if (mD3d9Ex)
{
result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
ASSERT(SUCCEEDED(result));
}
mVertexShaderCache.initialize(mDevice);
mPixelShaderCache.initialize(mDevice);
initializeDevice();
return EGL_SUCCESS;
}
// do any one-time device initialization
// NOTE: this is also needed after a device lost/reset
// to reset the scene status and ensure the default states are reset.
void Renderer::initializeDevice()
{
// Permanent non-default states
mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
{
mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
}
else
{
mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
}
mSceneStarted = false;
}
D3DPRESENT_PARAMETERS Renderer::getDefaultPresentParameters()
{
D3DPRESENT_PARAMETERS presentParameters = {0};
// The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
presentParameters.BackBufferCount = 1;
presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
presentParameters.BackBufferWidth = 1;
presentParameters.BackBufferHeight = 1;
presentParameters.EnableAutoDepthStencil = FALSE;
presentParameters.Flags = 0;
presentParameters.hDeviceWindow = mDeviceWindow;
presentParameters.MultiSampleQuality = 0;
presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
presentParameters.Windowed = TRUE;
return presentParameters;
}
void Renderer::startScene()
{
if (!mSceneStarted)
{
long result = mDevice->BeginScene();
if (SUCCEEDED(result)) {
// This is defensive checking against the device being
// lost at unexpected times.
mSceneStarted = true;
}
}
}
void Renderer::endScene()
{
if (mSceneStarted)
{
// EndScene can fail if the device was lost, for example due
// to a TDR during a draw call.
mDevice->EndScene();
mSceneStarted = false;
}
}
// D3D9_REPLACE
void Renderer::sync(bool block)
{
HRESULT result;
IDirect3DQuery9* query = allocateEventQuery();
if (!query)
{
return;
}
result = query->Issue(D3DISSUE_END);
ASSERT(SUCCEEDED(result));
do
{
result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
if(block && result == S_FALSE)
{
// Keep polling, but allow other threads to do something useful first
Sleep(0);
// explicitly check for device loss
// some drivers seem to return S_FALSE even if the device is lost
// instead of D3DERR_DEVICELOST like they should
if (testDeviceLost(false))
{
result = D3DERR_DEVICELOST;
}
}
}
while(block && result == S_FALSE);
freeEventQuery(query);
if (isDeviceLostError(result))
{
mDisplay->notifyDeviceLost();
}
}
// D3D9_REPLACE
IDirect3DQuery9* Renderer::allocateEventQuery()
{
IDirect3DQuery9 *query = NULL;
if (mEventQueryPool.empty())
{
HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
ASSERT(SUCCEEDED(result));
}
else
{
query = mEventQueryPool.back();
mEventQueryPool.pop_back();
}
return query;
}
// D3D9_REPLACE
void Renderer::freeEventQuery(IDirect3DQuery9* query)
{
if (mEventQueryPool.size() > 1000)
{
query->Release();
}
else
{
mEventQueryPool.push_back(query);
}
}
IDirect3DVertexShader9 *Renderer::createVertexShader(const DWORD *function, size_t length)
{
return mVertexShaderCache.create(function, length);
}
IDirect3DPixelShader9 *Renderer::createPixelShader(const DWORD *function, size_t length)
{
return mPixelShaderCache.create(function, length);
}
void Renderer::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
{
int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
int d3dSampler = index + d3dSamplerOffset;
mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(samplerState.wrapS));
mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(samplerState.wrapT));
mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
es2dx::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
if (mSupportsTextureFilterAnisotropy)
{
mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
}
}
void Renderer::releaseDeviceResources()
{
while (!mEventQueryPool.empty())
{
mEventQueryPool.back()->Release();
mEventQueryPool.pop_back();
}
mVertexShaderCache.clear();
mPixelShaderCache.clear();
}
void Renderer::markDeviceLost()
{
mDeviceLost = true;
}
bool Renderer::isDeviceLost()
{
return mDeviceLost;
}
// set notify to true to broadcast a message to all contexts of the device loss
bool Renderer::testDeviceLost(bool notify)
{
bool isLost = false;
if (mDeviceEx)
{
isLost = FAILED(mDeviceEx->CheckDeviceState(NULL));
}
else if (mDevice)
{
isLost = FAILED(mDevice->TestCooperativeLevel());
}
else
{
// No device yet, so no reset required
}
if (isLost)
{
// ensure we note the device loss --
// we'll probably get this done again by markDeviceLost
// but best to remember it!
// Note that we don't want to clear the device loss status here
// -- this needs to be done by resetDevice
mDeviceLost = true;
if (notify)
{
mDisplay->notifyDeviceLost();
}
}
return isLost;
}
bool Renderer::testDeviceResettable()
{
HRESULT status = D3D_OK;
if (mDeviceEx)
{
status = mDeviceEx->CheckDeviceState(NULL);
}
else if (mDevice)
{
status = mDevice->TestCooperativeLevel();
}
switch (status)
{
case D3DERR_DEVICENOTRESET:
case D3DERR_DEVICEHUNG:
return true;
default:
return false;
}
}
bool Renderer::resetDevice()
{
releaseDeviceResources();
D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
HRESULT result = D3D_OK;
bool lost = testDeviceLost(false);
int attempts = 3;
while (lost && attempts > 0)
{
if (mDeviceEx)
{
Sleep(500); // Give the graphics driver some CPU time
result = mDeviceEx->ResetEx(&presentParameters, NULL);
}
else
{
result = mDevice->TestCooperativeLevel();
while (result == D3DERR_DEVICELOST)
{
Sleep(100); // Give the graphics driver some CPU time
result = mDevice->TestCooperativeLevel();
}
if (result == D3DERR_DEVICENOTRESET)
{
result = mDevice->Reset(&presentParameters);
}
}
lost = testDeviceLost(false);
attempts --;
}
if (FAILED(result))
{
ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
return false;
}
// reset device defaults
initializeDevice();
mDeviceLost = false;
return true;
}
void Renderer::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
{
for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
{
HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
}
}
bool Renderer::getDXT1TextureSupport()
{
D3DDISPLAYMODE currentDisplayMode;
mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
}
bool Renderer::getDXT3TextureSupport()
{
D3DDISPLAYMODE currentDisplayMode;
mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
}
bool Renderer::getDXT5TextureSupport()
{
D3DDISPLAYMODE currentDisplayMode;
mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
}
// we use INTZ for depth textures in Direct3D9
// we also want NULL texture support to ensure the we can make depth-only FBOs
// see http://aras-p.info/texts/D3D9GPUHacks.html
bool Renderer::getDepthTextureSupport() const
{
D3DDISPLAYMODE currentDisplayMode;
mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
bool intz = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ));
bool null = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
return intz && null;
}
bool Renderer::getFloat32TextureSupport(bool *filtering, bool *renderable)
{
D3DDISPLAYMODE currentDisplayMode;
mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
*filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
*renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F))&&
SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
if (!*filtering && !*renderable)
{
return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
}
else
{
return true;
}
}
bool Renderer::getFloat16TextureSupport(bool *filtering, bool *renderable)
{
D3DDISPLAYMODE currentDisplayMode;
mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
*filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
*renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
if (!*filtering && !*renderable)
{
return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
}
else
{
return true;
}
}
bool Renderer::getLuminanceTextureSupport()
{
D3DDISPLAYMODE currentDisplayMode;
mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
}
bool Renderer::getLuminanceAlphaTextureSupport()
{
D3DDISPLAYMODE currentDisplayMode;
mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
}
bool Renderer::getTextureFilterAnisotropySupport() const
{
return mSupportsTextureFilterAnisotropy;
}
float Renderer::getTextureMaxAnisotropy() const
{
if (mSupportsTextureFilterAnisotropy)
{
return mDeviceCaps.MaxAnisotropy;
}
return 1.0f;
}
bool Renderer::getEventQuerySupport()
{
IDirect3DQuery9 *query = allocateEventQuery();
if (query)
{
freeEventQuery(query);
return true;
}
else
{
return false;
}
return true;
}
// Only Direct3D 10 ready devices support all the necessary vertex texture formats.
// We test this using D3D9 by checking support for the R16F format.
bool Renderer::getVertexTextureSupport() const
{
if (!mDevice || mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(3, 0))
{
return false;
}
D3DDISPLAYMODE currentDisplayMode;
mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F);
return SUCCEEDED(result);
}
bool Renderer::getNonPower2TextureSupport() const
{
return mSupportsNonPower2Textures;
}
bool Renderer::getOcclusionQuerySupport() const
{
if (!mDevice)
{
return false;
}
IDirect3DQuery9 *query = NULL;
HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &query);
if (SUCCEEDED(result) && query)
{
query->Release();
return true;
}
else
{
return false;
}
}
bool Renderer::getInstancingSupport() const
{
return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
}
bool Renderer::getShareHandleSupport() const
{
// PIX doesn't seem to support using share handles, so disable them.
// D3D9_REPLACE
return isD3d9ExDevice() && !gl::perfActive();
}
D3DPOOL Renderer::getBufferPool(DWORD usage) const
{
if (mD3d9Ex != NULL)
{
return D3DPOOL_DEFAULT;
}
else
{
if (!(usage & D3DUSAGE_DYNAMIC))
{
return D3DPOOL_MANAGED;
}
}
return D3DPOOL_DEFAULT;
}
D3DPOOL Renderer::getTexturePool(DWORD usage) const
{
if (mD3d9Ex != NULL)
{
return D3DPOOL_DEFAULT;
}
else
{
if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
{
return D3DPOOL_MANAGED;
}
}
return D3DPOOL_DEFAULT;
}
}